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Messages - Kornel Kisielewicz

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1
"ACTIVE - Adrenaline" actually makes more sense.

2
The much awaited Jupiter Hell update 0.8.11 a.k.a. Berserker is live! The theme is unsurprisingly melee combat, but new general traits have also been added and the gameplay flow of the player classes improved! Read all about it below!

Melee - Rip'n'Tear!

Apart from return of the chainsaw, we've added a couple more melee weapons (katanas in space anyone?), added melee focused traits and improved melee synergy of others.

A disclaimer first though - Jupiter Hell is a game of ranged combat - trying to play it melee only is much harder than any ranged build. That said, melee excels in late game in dishing huge amounts of damage! Right now it's almost viable to main melee late game, and once Masters hit next release this will definitely be true! Now however it's quite useful as a hybrid build - if they get too close, they're toast!

There is a new Melee help topic in the game with all the needed information! Especially if you want to try out Angel of Berserk, the obvious challenge addition for this release :)

Melee arsenal

Apart from the aformentioned chainsaw, you can find several tiers of melee weapons, some of which even have ADV variants (anyone want an ADV machete?). Bladed melee weapons are special, utilizing Melee Guard mechanic - if you're close to enemies you get an extra dodge bonus. Speaking of mechanics - you both can bump into and "F"ire a melee weapon to attack (also diagonally), and you'll move to the enemy space at kill. If you want to prevent that (i.e. not stepping out of cover), you can hold SHIFT when pressing attack to prevent that.

New traits

In the melee department, Marine gets Rip'n'Tear that generates more Fury on melee kills and provides a damage bonus based on how much current Fury you have. Tech gets Bladedancer which doubles or even triples Melee Guard values, and Scout gets Swashbuckler that instantly switches to a melee weapon if one is present on melee attack and Energy Leech that produces Energy on melee kills.

Apart from that we added new traits useful in melee builds, but also useful in general - Scout gets Dash which makes consecutive moves in a given direction be twice as fast (and a critical bonus at L2 if dashing into melee), Tech gets Juggernaut which reduces enemy damage when moving towards the targeted enemy and Powerjack that allows to siphon Power from Terminals, and Marine gets Running, similar to the now removed Scout Running, but fueled by Fury instead of once per level. Angry Motherfucker now gives bonus damage based on missing health, not pain.

Lots of smaller changes in the Changelog below, we also removed some less used traits to make room for new and future stuff.

New special level

We've removed Arena from Beyond (it was kinda boring, it might return in an improved form!), and in its place there's a hidden new special level. No spoilers :P

GFX pass

We've improved performance a bit, and also improved visual quality (esp. normal maps). Addionally we did an improvement pass on enemy animations and FX (work in progress). Finally some of you might notice the game running smoother, even within the same FPS range.

Bugfixes

And of course the regular batch of bugfixes, the major ones listed below. Two things of note is that AI will no longer without provocation perform infighting, and that the guaranteed plasma weapon drops on Io L1 will now be present on higher difficulties.

Changelog

Code: [Select]
Beta 0.8.11 - Berserker - March 31, 2020
NEW    #0508 - Melee is in, Rip and Tear!
NEW    #1039 - Melee - melee weapons added!
NEW    #1038 - Melee - Melee guard (dodge bonus if enemies close)
NEW    #1044 - Challenge - Angel of Berserk!
NEW    #1054 - New hidden special level added in Beyond!
NEW    #0508 - Trait - Rip and Tear for Marine (Melee)
NEW    #1042 - Trait - Bladedancer for Tech (Melee)
NEW    #0508 - Trait - Dash for Scout (General), loses Running
NEW    #0508 - Trait - Energy Leech for Scout (Melee)
NEW    #0508 - Trait - Juggernaut for Tech (Close range/Melee)
NEW    #0976 - Trait - Swashbuckler for Scout (Hybrid)
NEW    #1042 - Trait - Running for Marine (Fury based)
NEW    #1042 - Trait - Powerjack for Tech (+30 Power/Terminal)
CHANGE #1048 - Trait - Angry Mo-fo % based on missing health
CHANGE #1042 - Tech - Extra Batteries removed, +10 per Skilled
CHANGE #1042 - Marine - high-health enemies generate 2 Fury
CHANGE #1036 - Scout - activating stealth no longer costs a turn
CHANGE #1036 - Marine loses Focused Fire
CHANGE #1036 - Scout loses Reloader (Shottyman req Gun Hoarder)
CHANGE #1036 - Tech loses TaN, Hunker Down base, GH req Packrat
CHANGE #1053 - you will no longer accidentally melee barrels
CHANGE #1059 - melee killing bots/turrets wont proc explosion
CHANGE #1059 - Dodgemaster removes dodge decay from melee
CHANGE #1059 - evasion (dodge+guard+others) caps at 95%
CHANGE #1041 - Challenge - Shotgunnery converts to current ammo
CHANGE #1054 - removed Arena from Beyond L1, might return later
CHANGE #1051 - GFX - improved animation and FX of enemies
CHANGE #1047 - GFX - improved general color/light quality
CHANGE #1047 - GFX - improved volumetric lighting
CHANGE #1047 - GFX - improved roughness (bumpiness/normals)
CHANGE #1047 - GFX - performance improvement pass
FIX    #1050 - GFX - fixed animation blending with empty states
FIX    #1053 - AI - unintended infighting removed
FIX    #1038 - AI - enemies will no longer try impossible charges
FIX    #1053 - Loot - guaranteed plasma weapons on Io L1 working
FIX    #1035 - Melee - weak melee no longer damages armor

What's next

We're slowly reaching 0.9.0 Masters - the release everyone is waiting for that will introduce Master Traits :). The release is scheduled for April 27th, but we may squeeze in a smaller 0.8.12 update before that! Keep your eyes open and tell us what you think of this new release!


3
Known issue, I'll take a look at that once we move to 3d audio.

4
Added, will be available in 0.8.11 Berserker! (out tomorrow-ish)

5
I don't think I follow?

6
Requests For Features / Re: [IDEA] other graphics modes
« on: March 30, 2020, 15:17 »
This will probably not happen, as even resurrecting the ASCII mode is a lot of work, and later work to synchronize them. Not even starting on the art and FX animation. Moreover, the UI would be the same anyway.

7
Bug Reports / Re: Two 3x1 containers side-by-side
« on: March 30, 2020, 15:15 »
This is due to consistency - the object is treated as a wall (and this is something I'll be using it for later).

8
I actually fully agree with you. Nightmare gameplay in DoomRL was designed somehow accidentally. The monsters were not supposed to be prevented from reviving, people found out engine limitations that would indeed prevent that, and started "clearing" levels on Nightmare. As it seemed to be something the high-level players did often I added some badges that required that.

At this moment, changing any behaviour related to Nightmare clears would require a serious rebalance of the challenges, and is definitely not something I have time to do.

Yet lessons were learned, and my major goal when designing Jupiter Hell is removing any tedious and boring tactic from the game as soon as I identify it. To do this retroactively for DoomRL would be much harder, especially not breaking other stuff and strategies along the way.

9
Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!

Special levels revisited

We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!

Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!

Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.

We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!

Also, you might notice that some places in Europa look a bit better this update :).

Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.

Minimap, megamap

To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).

Basic melee

One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!

Scout and Marine class skill buff

Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!

Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.

Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!

Critical hit changes

Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.

Accuracy mod pack

Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.

Inventory size

You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.

Minor changes

Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.

Changelog
Code: [Select]
Beta 0.8.10 - Explorer - March 9, 2020
NEW    #1013 - Callisto Docking Bay added as Barracks alternative
NEW    #1006 - basic melee - all weapons can be used in melee
NEW    #1006 - melee override - use SHIFT-F to force melee attack
NEW    #1028 - Scout - stealth gives +100% crit chance (stacks!)
NEW    #1028 - Marine - adrenaline always heals a bit!
NEW    #1004 - large map view! ("m" key or LBumper on pad)
NEW    #1004 - base minimap can be made larger in configuration!
NEW    #1016 - Valhalla Command revisited!
NEW    #1032 - manufacturing stations, look in vaults and Tyre!
CHANGE #1029 - increased default inventory size by 2 slots
CHANGE #0905 - visual Europa upgrades
CHANGE #1029 - increased no spawn zone around player entry by 2
CHANGE #0977 - CRIArmory and BSVault doors are indestructible
CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card
CHANGE #0977 - both have "most used weapon" related rewards
CHANGE #0977 - Black Site Vault has 4 red card locked doors
CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon
CHANGE #0977 - CCommand has a adv weapon of most used weapon type
CHANGE #1022 - Tyre and Containment have a special reward!
CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes
CHANGE #1006 - AI - enemies with guns will now melee if in range 1
CHANGE #1006 - AI - enemies that run out of ammo will now melee
CHANGE #1001 - accuracy mod pack now increases optimal distance
CHANGE #1001 - ADV weapons may come with improved optimal distance
CHANGE #1010 - increased minimal spawn range on Io and Europa L1
CHANGE #0905 - Military Barracks - alternative layouts
CHANGE #1019 - minor optimization pass
CHANGE #1017 - vsync improvements to Vulkan version
CHANGE #1006 - exalted enemies wont engage in in-fighting
CHANGE #1026 - buffed both .44 exotic weapons
CHANGE #1027 - crit chance over 100% may proc crit damage again
CHANGE #1033 - minor difficulty scaling curve adjustment
CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd
CHANGE #1031 - vaults may now contian tech or manufacture stations
FIX    #1024 - fix empty black squares on floor
FIX    #1024 - fixed Io missing double door floor mesh
FIX    #1024 - fixed area near L1 dropship having no physics mesh
FIX    #1006 - removed free hack exploit
FIX    #1004 - fixed a group of crash/exploits related to AoHubris
FIX    #1003 - regenerate level if not enough elevators are created
FIX    #0977 - CRI phase won't put you in a red keycard vault
FIX    #1015 - untriggered telegraphs cleared on level exit
FIX    #1006 - enemies will no longer target disabled bots/turrets

What's next

Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)

10
Bug Reports / Re: Occasional missing tile
« on: March 03, 2020, 10:06 »
Yeah, noticed it too. On it.

11
Known bug, fixed in the current dev build.

12
Bug Reports / Re: Three green armors in Callisto 1
« on: March 03, 2020, 10:06 »
That's just RNG - doing a special case for "do not generate three armors" seems silly.

13
Bug Reports / Re: Crash report in Callisto
« on: February 27, 2020, 11:37 »
We have substantial issues with Vulkan drivers on this particular graphics card (Intel 620), we're investigating the issue, although it might take a bit of time (we don't have access to a 620 yet :/).

You might try playing on OpenGL in the meantime, chances are it will be more stable.

14
General Discussion / Jupiter Hell 0.8.9 - Protocol - RELEASED!
« on: February 24, 2020, 12:22 »
Introducing Jupiter Hell update 0.8.9 a.k.a. Protocol! You asked, and we listened, now you can command your hacked bots to do something else than just aimlessly stagger around! This is more of a "lots of small stuff" release, so there's a bit to go over!

Protocol

Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!

Voice

New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)

Music

If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P

Damage types

All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.

Telegraphed attacks

Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.

Exalted

If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.

Balance pass

Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.

Angel of Hubris

While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).

Other stuff

We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).

Changelog
Code: [Select]
Beta  0.8.9 - Protocol - February 24, 2020
NEW    #986 - reprogram, swap position and repair hack bots/drones!
NEW    #997 - Angel or Hubris! (with exotic choice!)
NEW    #989 - new voice-over lines for various events
NEW    #989 - 4 new music tracks for the late-game levels!
NEW    #982 - visual distinction between player classes
NEW    #987 - new exalted keywords - HUNTER, JUGGERNAUT, UNSTABLE
NEW    #991 - trait pick order in mortem
CHANGE #984 - health orb generated under player can be picked up
CHANGE #803 - added slight fade-in and fade-out on level transition
CHANGE #759 - better telegraphed attack indicators
CHANGE #759 - siege ravagers now have telegraphed attack
CHANGE #759 - siege rav's buffed and made more common to compensate
CHANGE #759 - charge deals critical damage! (x2 fiends, x1.5 rest)
CHANGE #988 - smoke and gas kill fire and themselves respectively
CHANGE #988 - ignite/fire has limited spreading capability
CHANGE #988 - ignite and freeze cancel each other out
CHANGE #988 - bleed - pain on tick, flat acc debuf against enemies
CHANGE #988 - gas and smoke now reset scent to 0 on every tick
CHANGE #988 - all poison damage doubled, poison lasts 4 ticks
CHANGE #988 - acid status damage increased a lot - armor protects
              much better from acid, but is damaged by it a lot too
CHANGE #974 - EMP reworked: more range in levels, not binary effect
CHANGE #994 - armor protection is now linear to its damage!
CHANGE #987 - exalted no longer can spawn both RESILIENT and REGEN
CHANGE #987 - slightly increased exalted spawn rate
CHANGE #987 - exalted groups can be 2 to 4 (difficulty factors in)
CHANGE #984 - exalted spawn further away from entry points
CHANGE #985 - CRI plasma pistol shots now cost 1, mag 4, range 4/8
CHANGE #985 - less plasma ammo in the CRI branch
CHANGE #984 - turrets don't spawn near the entry elevator
CHANGE #990 - Beyond has a bit more soldiers, more of them have.44
CHANGE #990 - Beyond L2 and L3 have now guaranteed boxes
CHANGE #996 - slight buffs to underused exotics
CHANGE #997 - UI preserves aspect ratio (widescreen UI better)
FIX    #504 - no more MSVC runtime dependency
FIX    #983 - fixed kill reason for suicide deaths
FIX    #986 - hacked bots will no longer attack new hacked bots
FIX    #986 - fixed issue with ALIVE but not TARGETABLE placement
FIX    #980 - restarting music from 0% volume will now always work

What's next
Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)

15
Post Mortem / Re: [U YAVP | 92%] UAC gold
« on: February 20, 2020, 04:12 »
"Both of?"  I wonder who the other person is.  :P 
Me? :P

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